From Brotato Wiki
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This table doesn't fully explain how to use these effects. Please view their items/characters/weapons for usage. | This table doesn't fully explain how to use these effects. Please view their items/characters/weapons for usage. | ||
__TOC__ | |||
==Item Effects== | ==Item Effects== | ||
Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in | Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in {{Color|color=cream|text=res://effects/items/*.gd}}. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Effect File (*.gd) | !Effect File (*.gd) | ||
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|<code><small>effect_alien_eyes</small></code> | |<code><small>effect_alien_eyes</small></code> | ||
|<small>Alien Eyes</small> | |<small>Alien Eyes</small> | ||
|<small>-</small> | |<small>-</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
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|<code><small>effect_convert_stat_end_of_wave</small></code> | |<code><small>effect_convert_stat_end_of_wave</small></code> | ||
|<small>-</small> | |<small>-</small> | ||
| <small>Demon</small> | |<small>Demon</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
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|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
| gain_stat_for_every_stat_effect | |gain_stat_for_every_stat_effect | ||
|<code><small>stat_hp_regeneration</small></code> | |<code><small>stat_hp_regeneration</small></code> | ||
|<code><small>effect_gain_stat_for_every_perm_stat</small></code> | |<code><small>effect_gain_stat_for_every_perm_stat</small></code> | ||
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|<code><small>effect_explode_on_hit</small></code> | |<code><small>effect_explode_on_hit</small></code> | ||
|<small>-</small> | |<small>-</small> | ||
|<small>Bull</small> | |<small>Bull</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
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|projectile_effect | |projectile_effect | ||
|<code><small>projectiles_on_death</small></code> | |<code><small>projectiles_on_death</small></code> | ||
|<code><small>effect_projectiles_on_death</small></code> | |<code><small>effect_projectiles_on_death</small></code> | ||
|<small>Baby with a Beard</small> | |<small>Baby with a Beard</small> | ||
|<small>-</small> | |<small>-</small> | ||
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|<small>Ugly Tooth</small> | |<small>Ugly Tooth</small> | ||
|<small>-</small> | |<small>-</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
|replace_effect | |replace_effect | ||
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|<code><small>effect_max_weapons</small></code> | |<code><small>effect_max_weapons</small></code> | ||
|<small>-</small> | |<small>-</small> | ||
| <small>Multitasker</small> | |<small>Multitasker</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
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|<small>Vigilante Ring</small> | |<small>Vigilante Ring</small> | ||
|<small>-</small> | |<small>-</small> | ||
|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
|stat_effect | |stat_effect | ||
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|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
|stat_effect | |stat_effect | ||
|<code><small>stat_hp_regeneration</small></code> | |<code><small>stat_hp_regeneration</small></code> | ||
|<code><small>effect_gain_stat_end_of_wave</small></code> | |<code><small>effect_gain_stat_end_of_wave</small></code> | ||
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|<small>-</small> | |<small>-</small> | ||
|- | |- | ||
|stat_gains_modification_effect | |stat_gains_modification_effect | ||
| <code><small>effect_increase_stat_gains</small></code> | |<code><small>effect_increase_stat_gains</small></code> | ||
|''<small>{{Color|color=grey|text=not specified}}</small>'' | |''<small>{{Color|color=grey|text=not specified}}</small>'' | ||
|<small>-</small> | |<small>-</small> | ||
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|<code><small>effect_reduce_stat_gains</small></code> | |<code><small>effect_reduce_stat_gains</small></code> | ||
|''<small>{{Color|color=grey|text=not specified}}</small>'' | |''<small>{{Color|color=grey|text=not specified}}</small>'' | ||
| <small>-</small> | |<small>-</small> | ||
|<small>Many</small> | |<small>Many</small> | ||
|<small>-</small> | |<small>-</small> | ||
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|<small>Screwdriver</small> | |<small>Screwdriver</small> | ||
|- | |- | ||
|tier_effect | |tier_effect | ||
|<code>min_weapon_tier</code> | |<code>min_weapon_tier</code> | ||
|<code>effect_min_weapon_tier</code> | |<code>effect_min_weapon_tier</code> | ||
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|- | |- | ||
|turret_effect | |turret_effect | ||
|''<small>{{Color|color=grey|text=not specified}}</small>'' | |''<small>{{Color|color=grey|text=not specified}}</small>'' | ||
|<code>effect_turret</code> | |<code>effect_turret</code> | ||
|<small>Turret</small> | |<small>Turret</small> | ||
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See [[Stats#Secondary Stats|Stats > Secondary Stats]] for a list of the items these effects can apply to. | See [[Stats#Secondary Stats|Stats > Secondary Stats]] for a list of the items these effects can apply to. | ||
=== Primary Stats === | ===Primary Stats=== | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
=== Misc === | ===Misc=== | ||
Some of these are repeated from above, others are only set with <code><small>effect_key</small></code>. Search the decompiled project for <code><small>effect_key</small></code> to find the latter. | Some of these are repeated from above, others are only set with <code><small>effect_key</small></code>. Search the decompiled project for <code><small>effect_key</small></code> to find the latter. | ||
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!key | !key | ||
!text_key | !text_key | ||
!Description | !Description | ||
!Used In (effect file, *.tres) | !Used In (effect file, *.tres) | ||
|- | |- | ||
|additional_weapon_effects | |additional_weapon_effects | ||
|effect_additional_weapon_bonus | |effect_additional_weapon_bonus | ||
|Changes a stat (key) based on how many weapons you have | |Changes a stat (key) based on how many weapons you have | ||
|multitasker_effect_2 ''[effect_key]'' | |multitasker_effect_2 ''[effect_key]'' | ||
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|convert_stats_end_of_wave | |convert_stats_end_of_wave | ||
|effect_convert_stat_end_of_wave | |effect_convert_stat_end_of_wave | ||
|Converts a stat (key) to another stat (to_stat) when a wave ends | | Converts a stat (key) to another stat (to_stat) when a wave ends | ||
|demon_effect_1 | |demon_effect_1 | ||
|- | |- | ||
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|diff_gold_drops | |diff_gold_drops | ||
| --- | | --- | ||
|Appears to increase/decrease the chance for enemies to drop materials by % | | Appears to increase/decrease the chance for enemies to drop materials by % | ||
|''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}'' | |''{{Color|color=cream|text=Unused, but appears to have some code that supports it.}}'' | ||
|- | |- | ||
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|- | |- | ||
|double_boss | |double_boss | ||
|effect_double_boss | |effect_double_boss | ||
|Makes 2 bosses spawn instead of 1 | |Makes 2 bosses spawn instead of 1 | ||
|difficulty_5_effect_4 | |difficulty_5_effect_4 | ||
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|enemy_gold_drops | |enemy_gold_drops | ||
|effect_enemy_gold_drops | |effect_enemy_gold_drops | ||
|Change the amount of materials dropped by enemies. | | Change the amount of materials dropped by enemies. | ||
This is an '''int''' (eg -50), not a ''float'' (eg -0.5). | This is an '''int''' (eg -50), not a ''float'' (eg -0.5). | ||
See also: g''old_drops, neutral_gold_drops'' | See also: g''old_drops, neutral_gold_drops'' | ||
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|- | |- | ||
|enemy_strength | |enemy_strength | ||
|effect_stronger_enemies | |effect_stronger_enemies | ||
|Affects both enemy HP, and the damage they deal | |Affects both enemy HP, and the damage they deal | ||
|difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2 | |difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2 | ||
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|- | |- | ||
|gold_drops | |gold_drops | ||
|effect_enemy_gold_drops | |effect_enemy_gold_drops | ||
|Changes % of dropped materials. Int, not a float. | |Changes % of dropped materials. Int, not a float. | ||
See also: ''enemy_gold_drops; neutral_gold_drops'' | See also: ''enemy_gold_drops; neutral_gold_drops'' | ||
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|- | |- | ||
|hp_cap | |hp_cap | ||
|effect_hp_cap_at_current_value | |effect_hp_cap_at_current_value | ||
|Changes the Max HP cap. Default is 999999. | |Changes the Max HP cap. Default is 999999. | ||
Use ''set_cap_to_current_max_hp=true'' to cap at current. | Use ''set_cap_to_current_max_hp=true'' to cap at current. | ||
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|- | |- | ||
|hp_shop | |hp_shop | ||
|effect_hp_shop | |effect_hp_shop | ||
|Changes shop items to cost Max HP, instead of materials | |Changes shop items to cost Max HP, instead of materials | ||
|demon_effect_2 | |demon_effect_2 | ||
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|''{{Color|color=cream|text=none}}'' | |''{{Color|color=cream|text=none}}'' | ||
|Change shop item costs by ''x''% | |Change shop item costs by ''x''% | ||
|coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 | |coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 | ||
|- | |- | ||
|knockback | |knockback | ||
|effect_knockback | |effect_knockback | ||
|Add/reduce knockback for all weapons by ''x'' | | Add/reduce knockback for all weapons by ''x'' | ||
|boxing_glove_effect_1 | |boxing_glove_effect_1 | ||
|- | |- | ||
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|- | |- | ||
|max_melee_weapons | |max_melee_weapons | ||
|effect_generalist | |effect_generalist | ||
|Set the max number of held melee weapons to ''x'' | |Set the max number of held melee weapons to ''x'' | ||
|generalist_effect_3 | |generalist_effect_3 | ||
|- | |- | ||
|max_ranged_weapons | |max_ranged_weapons | ||
|[EMPTY] | |[EMPTY] | ||
|Set the max number of held ranged weapons to ''x'' | |Set the max number of held ranged weapons to ''x'' | ||
|generalist_effect_4 | |generalist_effect_4 | ||
|- | |- | ||
|max_weapon_tier | |max_weapon_tier | ||
|effect_max_weapon_tier | |effect_max_weapon_tier | ||
|Set the max tier for weapons to 1/2/3/4. | |Set the max tier for weapons to 1/2/3/4. | ||
Zero-based, so 0 = tier 1, 1 = tier 2, etc. | Zero-based, so 0 = tier 1, 1 = tier 2, etc. | ||
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|- | |- | ||
|min_weapon_tier | |min_weapon_tier | ||
|effect_min_weapon_tier | |effect_min_weapon_tier | ||
|Set the min tier for weapons to 1/2/3/4. Zero based (see above) | |Set the min tier for weapons to 1/2/3/4. Zero based (see above) | ||
|knight_effect_4 | |knight_effect_4 | ||
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|- | |- | ||
|pacifist | |pacifist | ||
|effect_pacifist | |effect_pacifist | ||
|Gain x% materials and XP per living enemy when a wave ends. No effect if 0 or below. | |Gain x% materials and XP per living enemy when a wave ends. No effect if 0 or below. | ||
|pacifist_effect_2 | |pacifist_effect_2 | ||
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|- | |- | ||
|piercing | |piercing | ||
|effect_piercing | |effect_piercing | ||
|Adds +1 piercing to all projectiles | |Adds +1 piercing to all projectiles | ||
|bandana_effect_1 | |bandana_effect_1 | ||
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|- | |- | ||
|remove_speed | |remove_speed | ||
|effect_remove_speed | |effect_remove_speed | ||
|Hitting an enemy reduces their speed by ''x''%. | | Hitting an enemy reduces their speed by ''x''%. | ||
The max removed amount can be changed (eg Ugly Tooth is max of -30%) | The max removed amount can be changed (eg Ugly Tooth is max of -30%) | ||
|ugly_tooth_effect_1 | |ugly_tooth_effect_1 | ||
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|stats_end_of_wave | |stats_end_of_wave | ||
|effect_gain_stat_end_of_wave | |effect_gain_stat_end_of_wave | ||
|Gain stats when the wave ends | | Gain stats when the wave ends | ||
|grinds_magical_leaf_effect_* (all 3), vigilante_ring_effect_1 | |grinds_magical_leaf_effect_* (all 3), vigilante_ring_effect_1 | ||
|- | |- | ||
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|unique_weapon_effects | |unique_weapon_effects | ||
|effect_unique_weapon_bonus | |effect_unique_weapon_bonus | ||
|Gain stats based on the number of unique weapons | | Gain stats based on the number of unique weapons | ||
|focus_effect_2, spider_effect_2 | |focus_effect_2, spider_effect_2 | ||
|- | |- | ||
|weapon_bonus | |weapon_bonus | ||
|effect_additional_weapon_bonus | |effect_additional_weapon_bonus | ||
|Gain stats based on the number of weapons you currently hold | | Gain stats based on the number of weapons you currently hold | ||
|focus_effect_2, spider_effect_2, | |focus_effect_2, spider_effect_2, | ||
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|weapon_class_bonus | |weapon_class_bonus | ||
|''{{Color|color=cream|text=n/a}}'' | |''{{Color|color=cream|text=n/a}}'' | ||
|Gain bonus stats based on the number of held weapons in the specified class | | Gain bonus stats based on the number of held weapons in the specified class | ||
|brawler_effect_1, crazy_effect_1, doctor_effect_1, | |brawler_effect_1, crazy_effect_1, doctor_effect_1, | ||
ghost_effect_1, wildling_effect_1 | ghost_effect_1, wildling_effect_1 | ||
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|weapon_slot | |weapon_slot | ||
|effect_no_weapons | |effect_no_weapons | ||
effect_max_weapons | effect_max_weapons | ||
|Set the number of weapon slots to ''x'' | |Set the number of weapon slots to ''x'' | ||
|bull, multitasker, one arm | |bull, multitasker, one arm | ||
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<small>Note: These effects are listed in run_data, but don't do anything: ''gambler'', ''leave_burning'', ''wandering_bots''.</small> | <small>Note: These effects are listed in run_data, but don't do anything: ''gambler'', ''leave_burning'', ''wandering_bots''.</small> | ||
=== Added in v0.6.1.6 === | ===Added in v0.6.1.6=== | ||
* double_hp_regen_below_half_health | *double_hp_regen_below_half_health | ||
* hit_protection | *hit_protection | ||
* minimum_weapons_in_shop | *minimum_weapons_in_shop | ||
* percent_materials (only works with ''temp_stats_while_not_moving'') | *percent_materials (only works with ''temp_stats_while_not_moving'') | ||
* temp_stats_while_moving | *temp_stats_while_moving | ||
* upgrade_random_weapon | *upgrade_random_weapon | ||
* weapons_price | *weapons_price |
Revision as of 14:34, 20 December 2022
This page documents the various effects in the vanilla game. Modders can apply these effects to their custom content.
This table doesn't fully explain how to use these effects. Please view their items/characters/weapons for usage.
Item Effects
Despite the heading, these effects can actually be used by characters and weapons too. They're just stored in res://effects/items/*.gd.
Effect File (*.gd) | key | text_key | Items | Characters | Misc |
---|---|---|---|---|---|
effect | Effect key, eg: stat_max_hp / bounce
|
not specified | many | - | - |
alien_eyes_effect | alien_eyes
|
effect_alien_eyes
|
Alien Eyes | - | - |
anvil_effect | upgrade_random_weapon
|
effect_upgrade_random_weapon
|
Anvil | ||
burn_chance_effect | burn_chance
|
effect_burn_chance
|
Scared Sausage | - | - |
class_bonus_effect | effect_weapon_class_bonus
|
not specified | - | Brawler, Crazy, Doctor,
Ghost, Wildling |
- |
convert_stat_effect | materials
|
effect_convert_stat_end_of_wave
|
- | Demon | - |
dmg_when_death_effect | dmg_when_death_from_luck
|
effect_deal_dmg_when_death
|
Cyberball | - | - |
dmg_when_pickup_gold_effect | dmg_when_pickup_gold_from_luck
|
effect_deal_dmg_when_pickup_gold
|
Baby Elephant | Lucky | - |
gain_stat_for_every_stat_effect | Effect key, eg: stat_max_hp / bounce
|
many | - | Artificer, Chunky, Generalist,
Hunter, Knight, Saver, Speedy |
- |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_enemy
|
Community Support | - | - |
gain_stat_for_every_stat_effect | stat_hp_regeneration
|
effect_gain_stat_for_every_perm_stat
|
Esty's Couch | - | - |
gain_stat_for_every_stat_effect | stat_max_hp
|
effect_gain_stat_for_every_stat
|
Padding | - | - |
gain_stat_for_every_stat_effect | stat_percent_damage
|
effect_gain_stat_for_every_perm_stat
|
Power Generator | - | - |
gain_stat_for_every_stat_effect | stat_attack_speed
|
effect_gain_stat_for_every_stat
|
Retromations Hoodie | - | - |
gain_stat_for_every_stat_effect | stat_engineering
|
effect_gain_stat_for_every_stat
|
Strange Book | - | - |
healing_effect | effect_heal
|
not specified | - | - | Fruit, LegendaryBox |
hp_cap_effect | hp_cap
|
effect_hp_cap_at_current_value
|
Handcuffs | - | - |
item_exploding_effect | explode_on_hit
|
effect_explode_on_hit
|
- | Bull | - |
item_exploding_effect | explode_on_death
|
effect_explode_on_death
|
Landmine
Rip and Tear |
- | - |
pacifist_effect | pacifist
|
effect_pacifist
|
- | Pacifist | - |
projectile_effect | projectiles_on_death
|
effect_projectiles_on_death
|
Baby with a Beard | - | - |
remove_speed_effect | remove_speed
|
effect_remove_speed
|
Ugly Tooth | - | - |
replace_effect | double_hp_regen_below_half_health
|
effect_double_hp_regen_below_half_health
|
Potion | - | - |
replace_effect | minimum_weapons_in_shop
|
effect_minimum_weapon_in_shop
|
- | Arms Dealer | - |
replace_effect | weapon_slot
|
effect_no_weapons
|
- | Bull | - |
replace_effect | hp_shop
|
effect_hp_shop
|
- | Demon | - |
replace_effect | trees_start_wave
|
not specified | - | Explorer | - |
replace_effect | max_melee_weapons
|
effect_generalist
|
- | Generalist | - |
replace_effect | max_ranged_weapons
|
[EMPTY]
|
- | Generalist | - |
replace_effect | dodge_cap
|
effect_dodge_cap
|
- | Ghost | - |
replace_effect | weapon_slot
|
effect_max_weapons
|
- | Multitasker | - |
replace_effect | can_attack_while_moving
|
effect_cant_attack_while_moving
|
- | Soldier | - |
replace_effect | double_boss
|
effect_double_boss
|
- | - | Danger5 |
starting_item_effect | starting_item
|
effect_starting_item
|
- | Brawler, Crazy, Engineer,
Mage, Pacifist, Ranger, Saver, Wildling |
- |
stat_effect | stat_armor
|
effect_stat_while_not_moving
|
Barricade | - | - |
stat_effect | stat_dodge
|
effect_stat_while_not_moving
|
Chameleon | - | - |
stat_effect | gold_on_crit_kill
|
effect_gold_on_crit_kill
|
Hunting Trophy | - | - |
stat_effect | stat_attack_speed
|
effect_stat_while_not_moving
|
Statue | - | - |
stat_effect | stat_percent_damage
|
effect_on_hit
|
Triangle of Power | - | - |
stat_effect | stat_percent_damage
|
effect_gain_stat_end_of_wave
|
Vigilante Ring | - | - |
stat_effect | stat_percent_damage
|
effect_stack_stat
|
Wisdom | - | - |
stat_effect | stat_max_hp
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_effect | stat_hp_regeneration
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_effect | stat_lifesteal
|
effect_gain_stat_end_of_wave
|
Grind's Magical Leaf | - | - |
stat_gains_modification_effect | effect_increase_stat_gains
|
not specified | - | Many | - |
stat_gains_modification_effect | effect_reduce_stat_gains
|
not specified | - | Many | - |
structure_effect | not specified | effect_landmines
|
Landmines | - | Screwdriver |
tier_effect | min_weapon_tier
|
effect_min_weapon_tier
|
- | Knight | - |
tier_effect | max_weapon_tier
|
effect_max_weapon_tier
|
- | Wildling | - |
turret_effect | not specified | effect_turret
|
Turret | - | Wrench |
turret_effect | not specified | effect_turret_healing
|
Healing Turret | - | - |
turret_effect | not specified | effect_turret_laser
|
Laser Turret | - | - |
turret_effect | not specified | effect_turret_rocket
|
Rocket Turret | - | - |
turret_effect | not specified | effect_tyler
|
Tyler (Turret) | - | - |
turret_effect | wandering_bot
|
effect_wandering_bot
|
Wandering Bot | - | - |
turret_flame_effect | not specified | effect_turret_flame
|
Flame Turret | - | Wrench (Tier2) |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Focus | - | - |
unique_weapon_effect | stat_attack_speed
|
effect_unique_weapon_bonus
|
Spider | - | - |
weapon_bonus_effect | ??? | ??? | unused | - | - |
weapon_gain_effect | ??? | ??? | unused | - |
Weapon Effects
Like Item Effects above, some of these can be used by items/characters.
Effect File (*.gd) | key | Used By |
---|---|---|
burning_effect | effect_burning
|
Flame Turret, Flaming Knuckles, Torch, Flamethrower, Wand |
exploding_effect | effect_explode_melee
|
Plank, Plasma Sledgehammer, Power Fist, Nuclear Launcher, Shredder |
gain_stat_every_killed_enemies_effect | effect_gain_stat_every_killed_enemies
|
Ghost Axe, Ghost Flint, Ghost Scepter |
null_effect | effect_no_modifiers
|
Danger 0 |
null_effect | effect_new_enemies
|
Danger 1 (and above) |
null_effect | effect_elites
|
Danger 2 (and above) |
null_effect | effect_more_elites
|
Danger 4 (and above) |
projectiles_on_hit_effect | effect_projectiles_on_hit
|
Cactus Mace, Sniper Gun |
projectiles_on_hit_effect | effect_lightning_on_hit
|
Lightning Shiv |
projectiles_on_hit_effect | effect_slow_projectiles_on_hit
|
Thunder Sword |
slow_in_zone_effect | effect_slow_in_zone
|
Taser |
weapon_stack_effect | effect_weapon_stack
|
Stick |
List of Effect Keys
Lists most of the effect keys, taken the effect init arrays in run_data.gd (init_tracked_effects
& init_effects
). Many of these can be applied with effect.gd (res://items/global/effect.gd).
See Stats > Secondary Stats for a list of the items these effects can apply to.
Primary Stats
Effect Key | Notes |
---|---|
stat_max_hp
|
|
stat_hp_regeneration
|
|
stat_lifesteal
|
|
stat_percent_damage
|
|
stat_melee_damage
|
|
stat_ranged_damage
|
|
stat_elemental_damage
|
|
stat_attack_speed
|
|
stat_crit_chance
|
|
stat_engineering
|
|
stat_range
|
|
stat_armor
|
|
stat_dodge
|
|
stat_speed
|
|
stat_luck
|
|
stat_harvesting
|
Misc
Some of these are repeated from above, others are only set with effect_key
. Search the decompiled project for effect_key
to find the latter.
List of effects via: res://singletons/run_data.gd > func init_effects
Also try searching: RunData.effects["effect_key"]
(replace effect_key
with a key).
See also: List of %/flat stat text modifiers: res://singletons/text.gd
key | text_key | Description | Used In (effect file, *.tres) |
---|---|---|---|
additional_weapon_effects | effect_additional_weapon_bonus | Changes a stat (key) based on how many weapons you have | multitasker_effect_2 [effect_key] |
alien_eyes | effect_alien_eyes | Only used by Alien Eyes | alien_eyes_effect_1 |
bounce | effect_bouncing | Adds bouncing to all projectiles | ricochet_effect_1 |
bounce_damage | none | Bounce damage. Can't exceed the base damage. | arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2 |
burn_chance | effect_burn_chance | Chance to inflict burn. Needs a corresponding burning_data stats file | scared_sausage_effect_1 |
burning_cooldown_reduction | effect_burning_cooldown_reduction | Makes burning tick faster | eye_surgery_effect_1 |
burning_spread | effect_burning_spread | Makes burning spread to +x more enemies | snake_effect_1 |
can_attack_while_moving | effect_cant_attack_while_moving | Set to 0 to prevent attacks while moving | soldier_effect_5 |
cant_stop_moving | --- | Set to 1 to stop the player from being able to stop moving | Unused, but appears to have some code that supports it. |
chance_double_gold | effect_chance_double_gold | % chance to double materials when they're collected | metal_detector_effect_1 |
class_bonus_effect | effect_weapon_class_bonus | Grants a bonus to a specific stat (stat_name) when using a specific weapon class (weapon_class) | brawler_effect_1, crazy_effect_1, doctor_effect_1,
ghost_effect_1, wildling_effect_1 |
consumable_heal | effect_consumable_heal | Increase HP gained from consumables | alien_worm_effect_2, lemonade_effect_1, weird_food_effect_1,
chunky_effect_3, chopper_effect, chopper_4_effect |
convert_stats_end_of_wave | effect_convert_stat_end_of_wave | Converts a stat (key) to another stat (to_stat) when a wave ends | demon_effect_1 |
destroy_weapons | Removes all held weapons when you enter a shop | arms_dealer_effect_3 | |
diff_gold_drops | --- | Appears to increase/decrease the chance for enemies to drop materials by % | Unused, but appears to have some code that supports it. |
dmg_when_death_from_luck | effect_deal_dmg_when_death | % chance to deal a % of luck as damage, when an enemy dies | cyberball_effect_1 |
dmg_when_pickup_gold_from_luck | effect_deal_dmg_when_pickup_gold | % chance to deal a % of luck as damage, when you collect a material | baby_elephant_effect_1, lucky_effect_3 |
dodge_cap | effect_dodge_cap | Increases/decreases the dodge cap by a % | ghost_effect_3 |
double_boss | effect_double_boss | Makes 2 bosses spawn instead of 1 | difficulty_5_effect_4 |
double_hp_regen | effect_double_hp_regen | Makes HP Regeneration trigger twice as often | doctor_effect_3 |
double_hp_regen_below_half_health | effect_double_hp_regen_below_half_health | Makes HP Regeneration trigger twice as often, when you're below 50% HP | potion_effect_1 |
enemy_gold_drops | effect_enemy_gold_drops | Change the amount of materials dropped by enemies.
This is an int (eg -50), not a float (eg -0.5). See also: gold_drops, neutral_gold_drops |
explorer_effect_8 |
enemy_speed | --- | Change enemy movement speed | +: alien_baby_effect_2, explorer_effect_9 |
-: snail_effect_1, old_effect_1 | |||
enemy_strength | effect_stronger_enemies | Affects both enemy HP, and the damage they deal | difficulty_3_effect_2, difficulty_4_effect_2, difficulty_5_effect_2 |
explode_on_death | effect_explode_on_death | % chance for enemies to explode on death. Needs a corresponding weapon_stats file | rip_and_tear_effect_1 |
explode_on_hit | effect_explode_on_hit | % chance to explode when you take damage | bull_effect_4 |
explosion_damage | none | Increases explosion damage | dynamite_effect_1, explosive_shells_effect_1, etc |
explosion_size | none | Increases explosion size | plastic_explosive_effect_1, artificer_effect_1b |
free_rerolls | effect_free_shop_reroll | Adds free rerolls. Can't be negative | dangerous_bunny_effect_0 |
gain_* | Change stat modifications by x%, eg. "Increase range modifications by 50%".
Added via stat_gains_modification_effect, and applied via get_stat_gain. |
See RunData.effects["gain_" + stat]
| |
gain_pct_gold_start_wave | effect_gain_pct_gold_start_wave | Gain/lose +x% of your materials when a wave starts. | piggy_bank_effect_1 |
gold_drops | effect_enemy_gold_drops | Changes % of dropped materials. Int, not a float.
See also: enemy_gold_drops; neutral_gold_drops |
explorer_effect_8, farmer_effect_3, streamer_effect_2b |
gold_on_crit_kill | effect_gold_on_crit_kill | Gain materials when you score a crit | hunting_trophy_effect_1, dagger_effect |
group_structures | effect_group_structures | Makes structures (mines/turrets) spawn closely grouped together | engineer_effect_3 |
harvesting_growth | effect_harvesting_growth | Increase/decrease the % Harvesting growth.
Without items it's 5% at the end of each wave. Farmer has +5, Crown has +8. |
crown_effect_1, farmer_effect_2 |
heal_when_pickup_gold | effect_heal_when_pickup_gold | % chance to heal 1HP when you pick up materials.
Can't change the healed amount, only the chance |
cute_monkey_effect_1 |
hp_cap | effect_hp_cap_at_current_value | Changes the Max HP cap. Default is 999999.
Use set_cap_to_current_max_hp=true to cap at current. |
handcuffs_effect_4 |
hp_shop | effect_hp_shop | Changes shop items to cost Max HP, instead of materials | demon_effect_2 |
hp_start_next_wave | effect_hp_start_next_wave | Start the next wave with % less HP. Int, not float. | weird_ghost_effect_2 |
hp_start_wave | effect_start_wave_less_hp | Start ALL waves with % less HP. Int, not float. | sad_tomato_effect_2 |
inflation | --- | Increases the cost of items (even more), based on the current wave.
Inflation was removed. It was part of the original demo. |
|
instant_gold_attracting | effect_instant_gold_attracting | % chance to attract dropped materials | baby_gecko_effect_1, sifds_relic_effect_1 |
item_box_gold | effect_item_box_gold | +x materials when you pick up a Crate | bag_effect_1 |
items_price | none | Change shop item costs by x% | coupon_effect_1, entrepreneur_effect_0, mutant_effect_2, saver_effect_4 |
knockback | effect_knockback | Add/reduce knockback for all weapons by x | boxing_glove_effect_1 |
lose_hp_per_second | effect_lose_hp_per_second | HP is reduced by -x every second | blood_donation_effect_2, sick_effect_3 |
map_size | none | Increase/decrease the map size by x% | explorer_effect_6, old_effect_3 |
max_melee_weapons | effect_generalist | Set the max number of held melee weapons to x | generalist_effect_3 |
max_ranged_weapons | [EMPTY] | Set the max number of held ranged weapons to x | generalist_effect_4 |
max_weapon_tier | effect_max_weapon_tier | Set the max tier for weapons to 1/2/3/4.
Zero-based, so 0 = tier 1, 1 = tier 2, etc. |
wildling_effect_3 |
min_weapon_tier | effect_min_weapon_tier | Set the min tier for weapons to 1/2/3/4. Zero based (see above) | knight_effect_4 |
neutral_gold_drops | none | Increases materials from EntityType.NEUTRAL by +x% (ie. trees)
See also: gold_drops; enemy_gold_drops |
Unused, but supported in the code |
no_melee_weapons | effect_no_melee_weapons | Stops melee weapons appearing in the shop.
Doesn't remove weapons that are already held. |
ranger_effect_5 |
no_min_range | none | If 1, the min_range of a weapon is used.
Useless in vanilla because all weapons have a min_range of 0. |
Unused, but supported in the code |
no_ranged_weapons | effect_no_ranged_weapons | Stops ranged weapons appearing in the shop.
Doesn't remove weapons that are already held. |
gladiator_effect_3, knight_effect_3 |
number_of_enemies | none | Increase/decrease the number of enemies that spawn, when a group of them spawns | candle_effect_3, gentle_alien_effect_2, mouse_effect_2, white_flag_effect_2,
explorer_effect_7, loud_effect_2, old_effect_4 |
one_shot_trees | effect_one_shot_trees | Makes trees get destroyed in 1 hit | lumberjack_shirt_effect_1 |
pacifist | effect_pacifist | Gain x% materials and XP per living enemy when a wave ends. No effect if 0 or below. | pacifist_effect_2 |
pickup_range | effect_pickup_range | Change pickup range by x% | alien_tongue_effect_1, gnome_effect_4, little_frog_effect_1,
explorer_effect_4, soldier_effect_3 |
piercing | effect_piercing | Adds +1 piercing to all projectiles | bandana_effect_1 |
piercing_damage | effect_piercing_damage | Bounce damage. Can't exceed the base damage. | pumpkin_effect_1,
arms_dealer_effect_1b, engineer_effect_4, farmer_effect_4, one_arm_effect_2 |
projectiles_on_death | effect_projectiles_on_death | Spawns projectiles when an enemy dies.
Requires an associated projectile stats data (.tres) file. The .tres can be custom, or you can use the default base_ranged_weapon_stats.tres |
baby_with_a_beard_effect_1 |
recycling_gains | effect_recycling_gains | Increase gains from recycling.
Recycling Machine = +35%, Entrepreneur = +25% (total: +60%, so realistically you'd need to use set this to <40 to avoid an infinite money exploit with Entrepreneur and Recycling Machine) |
recycling_machine_effect_1, entrepreneur_effect_2 |
remove_speed | effect_remove_speed | Hitting an enemy reduces their speed by x%.
The max removed amount can be changed (eg Ugly Tooth is max of -30%) |
ugly_tooth_effect_1 |
starting_item | effect_starting_item | Sets a starting item for a character | Many characters, too many to list |
stat_links | n/a | Seems to be used by gain_stat_for_every_stat_effect.gd, to associate one stat with another (eg. gain X per y).
Linked stats can be: General stats (stat_max_hp etc), "materials", "structure" (number of structures) and "living_enemy". |
|
stats_end_of_wave | effect_gain_stat_end_of_wave | Gain stats when the wave ends | grinds_magical_leaf_effect_* (all 3), vigilante_ring_effect_1 |
structures | n/a | Array of structures. Should not be modified outside of struture_effect.gd. | via: structure_effect
via: gain_stat_for_every_stat_effect |
temp_stats_on_hit | effect_on_hit | Gain temporary stats when you take damage, until the end of the wave.
Only works with the core stats ("stat_*"), plus explosion_size and explosion_damage. See temp_stats.gd for the full list. |
triangle_of_power_effect_3, masochist_effect_1 |
temp_stats_stacking | effect_stack_stat | Gain temporary stats every 5 seconds, until the end of the wave.
Can't change the timer, fixed to 5sec. Ticks 4 times in a 20sec wave (1), 12 times in a 60sec wave (9), 18 times in a 90sec wave (10+). |
wisdom_effect_1 |
temp_stats_while_not_moving | effect_stat_while_not_moving | Gain temporary stats when you stand still, until you move again.
Lasts until the wave ends. |
barricade_effect_1, chameleon_effect_1, statue_effect_1,
soldier_effect_1, soldier_effect_2, speedy_effect_3, streamer_effect_1 |
torture | effect_torture | Stops you healing in any way. Gain +x HP per second instead | torture_effect_2 |
trees | effect_trees | Increases the number of tress that can spawn at once. | tree_effect_1, explorer_effect_1 |
trees_start_wave | [EMPTY] | Seems to make trees spawn more often (by decreasing their spawn timer by 5 seconds, see _physics_process in wave_manager.gd) | explorer_effect_11 |
unique_weapon_effects | effect_unique_weapon_bonus | Gain stats based on the number of unique weapons | focus_effect_2, spider_effect_2 |
weapon_bonus | effect_additional_weapon_bonus | Gain stats based on the number of weapons you currently hold | focus_effect_2, spider_effect_2,
gladiator_effect_1, multitasker_effect_2 |
weapon_class_bonus | n/a | Gain bonus stats based on the number of held weapons in the specified class | brawler_effect_1, crazy_effect_1, doctor_effect_1,
ghost_effect_1, wildling_effect_1 see: effect_weapon_class_bonus |
weapon_slot | effect_no_weapons
effect_max_weapons |
Set the number of weapon slots to x | bull, multitasker, one arm |
xp_gain | none | Increase/decrease XP gain by x% | bean_teacher_effect_1, black_belt_effect_1, diploma_effect_2, scar_effect_1
mutant_effect_1 |
Note: These effects are listed in run_data, but don't do anything: gambler, leave_burning, wandering_bots.
Added in v0.6.1.6
- double_hp_regen_below_half_health
- hit_protection
- minimum_weapons_in_shop
- percent_materials (only works with temp_stats_while_not_moving)
- temp_stats_while_moving
- upgrade_random_weapon
- weapons_price